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Messages - nbielinski

#1
Releases / Re: [1.0] Planetside Politics (1.2)
May 14, 2019, 11:49:50 AM
This and other mods like More Faction Interaction are lovely, makes the world feel more like an actual world where people of different backgrounds live, interact, etc. Keep up the good work!
#2
Sooo I'm not sure if anyone reads recommendations for the mod but I'd have to say, against my fears of this being simply a fetish mod (no offence to anyone producers/consumers of this mod included) it turned out to be just what I was looking for, a nice new mod to fill the space that Expanded Industry Droids left out. As someone who loves mixing and matching sci-fi and period-specific mods, this fits perfectly with my Nuclear-Age-Industrial-Colonies just fine. Thank you for all your hard work!
#3
Heyo! Don't mean to take up valuable space for bug testing but I just wanted to offer some support. Your mod is amazing, plain and simple, quite a feat of workmanship, artistry and coding. I for one adore starting out as at tribe and through in game years moving up the ages, and this mod is the best example of going between Medieval and Industrial I have ever seen. Thanks to you peep!
#4
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
January 12, 2018, 12:13:29 AM
Just wanted to lean in and say that I love your mod. Simply put I find very few that expand on this idea of using tools, rather than drugs/body mods/skill trainers, to better yourself, maybe one or two but none that go to the initiative that you have. Very well done peep, especially for a first-time-mod, great work so far. My hope is you keep it up.
#5
Outdated / Re: [A17] Yes, Vehicles
August 25, 2017, 10:56:27 PM
Alright, doesn't work with a LOT of mods. Sad to say some folks use.. A LOT OF MODS..

Regardless ever since I saw the possibility of vehicles in Jecs tools I've been pining for this. You keep at it _-M-_ ! And be content in the knowledge that you make the game INSURMOUNTABLY better with your efforts. My only recommendation is to get it compatible with other mods, if that's possible. Regardless, thank you for your efforts.
#6
So just gonna start by saying. Great googily moogily I love this mod. One of my main goals in Rimworld is to train a small army in a Camp near my base to be basically shock troops for my colonies. Got a problem? Pod launch the squad in.

That aside, I do have a bug or two. Launching expends all my fuel, no matter how far I go. And once I return from say, a trading mission (by setting my colonists to refuel the shadow where the dropship used to be) the colonists just seem to wander.

THAT aside, darn amazing concept and I love it in it's entirety.
#7
A very fair point and I see where your choices come from. Thank you for the work so far, sorry to say I'm just a bit fond of the micromanaging set-equipment-and-gear-allowances-then-get-pissed-when-colonists-don't-follow-them sort of running things.
#8
I love the mod, especially for running that slow, "Neolithic to medieval to industrial" colony build. And I love that we have a CR patch... the only gripe I have, and it's probably unpopular, is that the CR patch changes quite a bit of vanilla CR. I appreciate the effort but is there any way to have the weaponry slot in with CR Vanilla ammo? Ex: .303 FMJ instead of "Rifle Rounds", .45 FMJ instead of "Pistol Rounds"? At least optionally so?
#9
Did a quick reinstall and shoved in a new save, seems I'm able to use the ducts now. Thankfully.
#10
Quote from: burandon on January 06, 2017, 02:24:38 PM
You have to compile the .dll, not just placing the mod folder as it is on Github. I don't have the knowledge for that unfortunately...

EDIT: I compiled the .dll using Xamarin Studio, it works fine for me. I had some problems before with ductwork not working, but once I changed the mod load order and disabled some mods I don't use anymore, it fully works now. Here's the link: https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0 I hope it helps while the mod is officially updated.

Thanks a ton for the work, but I do have just one question. What was the problem stopping you from using ducts? I'm having the same issue but I have +20 mods and I'm looking for anything in particular that might be a problem
#11
It's working! Well, I can't add more factions via the scenario editor but heck, I won't complain Everything seems to be working fine. Just one question, is it possible to use the dev commands to force a faction discovery?
#12
I'm glad to see you're still working on it, I love the mod to no end. Small problem though, it seems to not like Alpha 16. At all..

https://postimg.org/image/vkbpkcj7l/
#13
Outdated / Re: [A16] Camping Stuff v0.1.1
January 06, 2017, 02:06:13 AM
No more wooden walls for my Legion raiding party. Thank you so much for the mod, I love it.
#14
Outdated / Re: [A16] Prison Extensions
January 03, 2017, 12:41:53 AM
I love this mod. You have no idea how amazing this is when combined with Remote Explosives and Call of Cthulhu. Remote explosives means they cant ever leave with sleep gas bombs and CoC means I have a good reason to keep them around. And your mod, damned if it doesn't make designing prisons more fun with common rooms, separated barracks, etc.

One request though, if you're able; could we see some sort of truncheon or stun baton to keep rioters down? I know making weapons can be a bit of a pain but I'd love to have some way to keep down uppity prisoners without.. you know... buckshot.
#15
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 03, 2017, 12:28:16 AM
FINALLY! I can use prepare carefully to land with ~10 colonists with melee weapons and pemmican! I can finally become Caesars Legion!